This past weekend, several of the GeekDad contingent traveled to Seattle for PAX Prime 2011, a weekend of videogames, tabletop games, geeky panels, and celebrity sightings. Here’s a quick run-down of my weekend, with plenty of visual aids.
I’ll tell you right up front that I’m much more of a tabletop gamer (board games, card games, and so on) than a video gamer, so I focused mostly on what’s on the periphery at PAX. The video games and PC games get top billing, but that means that the tabletop folks have a little more time to chat, which is great for me. This post will give you my brief impressions of things I saw and played this weekend, with more in-depth reviews to come!
Thursday evening Dave Banks and I met up in the hotel lobby and played a few games to kick off the weekend: Battleship Galaxies, Flash Point: Fire Rescue, and Catacombs. I would have loved to play more, but we both needed to get some sleep in preparation for the weekend.
My first stop on Friday was with Ray Wehrs of Calliope Games. I’d heard about their upcoming game Ugh! from John Kovalic, who did the artwork, so I knew it was something I wanted to check out. Wehrs told me a little bit more about the history of Calliope Games and where they’re coming from. They have a cool story and are definitely worth checking out, especially if you’re a boardgamer who has kids. So far they’ve just got four games in their line-up, but they are all kid-friendly and non-gamer-friendly, while still offering something for people who really like games.
Dave Banks and I sat down to try Ugh! and were both impressed. Here’s the basic gist: you’re collecting sets of three: a caveman, a pet, and a house (the orange, purple, and green cards). Your score for each set is the product of the three numbers, so getting higher numbers can increase your score significantly. However, until you lock in a set, you’re in danger of losing it to other players or to various “Ugh” cards that turn up in the deck. It’s a press-your-luck game with hilarious drawings by Kovalic and simple enough mechanics that you could teach it to younger kids, even if they can’t do the multiplication themselves.
Next up was Tsuro. This has actually been around for a while (I know because I’ve had it on my “maybe” list), but now it’s being distributed by Calliope Games. It’s a little bit like Carcassonne with just roads. Each edge has two paths leading to it, and your goal is to play tiles so that you stay on the board the longest. Everyone chooses a starting space on the edge of the board, and then you play a tile to extend your path. You must move along the path until the end — if you’re off the board, you’re out of the game. It’s a gorgeous looking game with very simple rules and a very zen-like feel to it, and you can play up to 8 players. (For the curious, this is one of the two games Curtis Silver beat us at.)
Last on Calliope’s list for PAX was Got ‘Em!, a game about boxing in your opponents. Players start near the center (on the white dots) and then everyone gets a few cards. On your turn, you play a card, which allows you to place a wall on a specific colored square, and then move from one to three spaces. Some cards let you play a wall on any color square, some allow you to remove walls, and some even allow you to walk through walls. If you get boxed in, you’re eliminated. The reverse side of the board doesn’t have any colors, and it’s a more pure strategy game: play a wall, move a space. It’s a pretty simple idea, but Dave and I both enjoyed this one, too.
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Jonathan Liu is a stay-at-home dad, Etch-a-Sketch artist, community agitator, board game geek, and a voracious reader.Follow @jonathanhliu on Twitter.










We began with Tsuro, the 'game of the path'. That might sound like the cue for a Japanese martial arts adventure, leading to broken bones and self-fulfilment, but it is in fact much closer to what it literally sounds like. It's a tile-laying game, in which players extend and complicate their path, while trying to ensure that their opponents have no choice but to leave the path. The last one left on the path wins. While we were trying the game, one of the spectators asked, 'So presumably there's a points system for, like, how many tiles you got through before you fell out?' The emphatic 'no' was revealing. Sure, it's possible to add things like that to your own gaming sessions, running a series of paths, with an overall points score to determine the victor.
Next up was Ugh!, which is the story of a caveman, with illustrations by John Kovalic of
We've saved the best for last, in the form of Got 'em! Played out on a raised platform grid (in a similar way to the excellentQuoridor, players attempt to trap their opponents. Cards tell you where you can place your walls, and how far you're allowed to move. Certain special cards allow you to remove walls, or even walk through them. This game seemed to bring the wholeCalliope Games philosophy into focus. It's colorful, not dull. The rules are simple - box them in, don't get boxed in yourself. It won't take 4 hours to play, nor half an hour to setup. It doesn't make too many concessions to younger minds, but instead encourages them to get better with each game, and to try out new strategies. Most of all, for the children who take to the game, there's lots of depth waiting for them to explore. And when they have, Mom and Dad had best beware...

















I said I’d come back to the unpacking. On top of being a fun game (Major Fun, by the way, if you missed the medal hanging over there on the left) Tsuro is a beautiful game. The heavy cardboard tiles have a Japanese water-color image on the back and the paths look as if they were engraved on a surface of polished limestone. The instructions fit on one side of one sheet of paper, the other side resembling a screen-print image of bamboo and Japanese characters. The board is a painting of a phoenix in warm reds, ochres, and oranges.